LGMLNov 28, 2018

Trajectory-based Learning for Ball-in-Maze Games

arXiv:1811.11441v21 citations
Originality Incremental advance
AI Analysis

This is an incremental improvement for robotics and game AI applications.

The paper tackles the problem of sample inefficiency in deep reinforcement learning for Ball-in-Maze Games by using simulator-generated trajectories, resulting in a 2-3x speed-up in learning.

Deep Reinforcement Learning has shown tremendous success in solving several games and tasks in robotics. However, unlike humans, it generally requires a lot of training instances. Trajectories imitating to solve the task at hand can help to increase sample-efficiency of deep RL methods. In this paper, we present a simple approach to use such trajectories, applied to the challenging Ball-in-Maze Games, recently introduced in the literature. We show that in spite of not using human-generated trajectories and just using the simulator as a model to generate a limited number of trajectories, we can get a speed-up of about 2-3x in the learning process. We also discuss some challenges we observed while using trajectory-based learning for very sparse reward functions.

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